#include "world.h"
#include "player-effects.h"
#include "object.h"
-#include "object-hook.h"
#include "artifact.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
#include "trap.h"
+#include "effect/spells-effect-util.h"
/*
* The array of floor [MAX_WID][MAX_HGT].
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
return;
}
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
return;
}
(is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1)))
{
place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
- place_bold(player_ptr, y, x - 1, gb_solid);
- place_bold(player_ptr, y, x + 1, gb_solid);
+ place_bold(player_ptr, y, x - 1, GB_SOLID);
+ place_bold(player_ptr, y, x + 1, GB_SOLID);
}
/* look at:
is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1))
{
place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
- place_bold(player_ptr, y - 1, x, gb_solid);
- place_bold(player_ptr, y + 1, x, gb_solid);
+ place_bold(player_ptr, y - 1, x, GB_SOLID);
+ place_bold(player_ptr, y + 1, x, GB_SOLID);
}
}
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
return;
}
}
else
{
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
}
delete_monster(player_ptr, y, x);
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
{
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
return;
}
if (feat == feat_none)
{
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
return;
}
bool can_place_door = randint0(100) < dun_tun_jct;
can_place_door &= possible_doorway(floor_ptr, y, x);
- can_place_door &= !(d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS);
+ can_place_door &= (d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS) == 0;
if (can_place_door)
{
place_random_door(player_ptr, y, x, FALSE);
}
if (is_extra_bold(floor_ptr, y, x))
- place_bold(player_ptr, y, x, gb_floor);
+ place_bold(player_ptr, y, x, GB_FLOOR);
}